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  1. Proceeding of the 23rd ACM Workshop on Network and Operating Systems Support for Digital Audio and Video (NOSSDAV '13)
  2. Game as video: bit rate reduction through adaptive object encoding
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Data prefetching to reduce energy use by heterogeneous disk arrays in video servers
Game as video: bit rate reduction through adaptive object encoding
TCP receive buffer aware wireless multimedia streaming: an energy efficient approach
Server-based traffic shaping for stabilizing oscillating adaptive streaming players
Continuous one-way available bandwidth change detection in high definition video conferencing
What should you cache?: a global analysis on YouTube related video caching
User-centric video delay measurements
Addressing the semantic gap between video sensors and applications
Dynamic resource allocation for cloud-based media processing
Controlling the transfer of Kinect data to a cloud-hosted games platform

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Game as video: bit rate reduction through adaptive object encoding

Content Provider ACM Digital Library
Author Javadtalab, Abbas Shirmohammadi, Shervin Nazari Shirehjini, Ali Asghar Arici, Tarik Hemmati, Mahdi
Abstract Wide-spread availability of broadband internet access and the ubiquity of thin smart end devices such as smart-phones and tablets have led to a trend of moving more services away from the end devices to data centers, commonly referred to as Cloud Computing. For gaming, the stringent network bandwidth requirements of Cloud Gaming and the rapid growth of massively multiplayer online games (MMOG) call for novel content encoding and scene customization schemes to control the bit rate of the streaming video of the game scene. In this paper, a first step has been taken towards this goal by presenting a selective object encoding method to reduce the required network bandwidth and processing power without much impact on the player's quality of experience.
Starting Page 7
Ending Page 12
Page Count 6
File Format PDF
ISBN 9781450318921
DOI 10.1145/2460782.2460784
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2013-02-26
Publisher Place New York
Access Restriction Subscribed
Subject Keyword Video streaming Content adaptation Cloud gaming Thin clients Object selection and optimization
Content Type Text
Resource Type Article
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